shoes 3.0.1 → 4.0.0.pre1

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Files changed (709) hide show
  1. checksums.yaml +7 -0
  2. data/.gitignore +44 -3
  3. data/.rspec +3 -0
  4. data/.ruby-gemset +1 -0
  5. data/.ruby-version +1 -0
  6. data/.travis.yml +31 -0
  7. data/CHANGELOG +3 -0
  8. data/Gemfile +3 -0
  9. data/Guardfile +11 -0
  10. data/{COPYING → LICENSE} +1 -0
  11. data/README.md +160 -50
  12. data/Rakefile +188 -101
  13. data/app.yaml +59 -6
  14. data/benchmark/app_clear.rb +21 -0
  15. data/benchmark/clear.rb +69 -0
  16. data/benchmark/memory/text_dispose.rb +9 -0
  17. data/benchmark/para_creator.rb +9 -0
  18. data/benchmark/paras.rb +52 -0
  19. data/benchmark/urls.rb +40 -0
  20. data/bin/ruby-shoes +6 -0
  21. data/bin/shoes +59 -0
  22. data/bin/shoes-guard +8 -0
  23. data/bin/shoes-stub +59 -0
  24. data/bin/shoes.bat +6 -0
  25. data/ext/install/Rakefile +29 -0
  26. data/ext/install/shoes.bat +6 -0
  27. data/lib/ext/highlighter.rb +2 -0
  28. data/lib/ext/highlighter/common.rb +197 -0
  29. data/lib/ext/highlighter/lang/ruby.rb +316 -0
  30. data/lib/ext/highlighter/markup.rb +222 -0
  31. data/lib/rubygems_plugin.rb +19 -0
  32. data/lib/shoes.rb +114 -537
  33. data/lib/shoes/animation.rb +55 -0
  34. data/lib/shoes/app.rb +320 -0
  35. data/lib/shoes/arc.rb +35 -0
  36. data/lib/shoes/background.rb +30 -0
  37. data/lib/shoes/border.rb +33 -0
  38. data/lib/shoes/builtin_methods.rb +73 -0
  39. data/lib/shoes/button.rb +32 -0
  40. data/lib/shoes/check_button.rb +43 -0
  41. data/lib/shoes/cli.rb +96 -0
  42. data/lib/shoes/color.rb +375 -0
  43. data/lib/shoes/common/background_element.rb +9 -0
  44. data/lib/shoes/common/changeable.rb +34 -0
  45. data/lib/shoes/common/clickable.rb +17 -0
  46. data/lib/shoes/common/common_methods.rb +70 -0
  47. data/lib/shoes/common/fill.rb +21 -0
  48. data/lib/shoes/common/registration.rb +33 -0
  49. data/lib/shoes/common/state.rb +18 -0
  50. data/lib/shoes/common/stroke.rb +28 -0
  51. data/lib/shoes/common/style.rb +34 -0
  52. data/lib/shoes/common/style_normalizer.rb +16 -0
  53. data/lib/shoes/configuration.rb +96 -0
  54. data/lib/shoes/dialog.rb +27 -0
  55. data/lib/shoes/dimension.rb +237 -0
  56. data/lib/shoes/dimensions.rb +194 -0
  57. data/lib/shoes/download.rb +117 -0
  58. data/lib/shoes/dsl.rb +478 -0
  59. data/lib/shoes/font.rb +49 -0
  60. data/lib/shoes/gradient.rb +18 -0
  61. data/lib/shoes/help.rb +458 -391
  62. data/lib/shoes/image.rb +27 -19
  63. data/lib/shoes/image_pattern.rb +10 -0
  64. data/lib/shoes/input_box.rb +68 -0
  65. data/lib/shoes/key_event.rb +17 -0
  66. data/lib/shoes/line.rb +38 -0
  67. data/lib/shoes/link.rb +49 -0
  68. data/lib/shoes/link_hover.rb +5 -0
  69. data/lib/shoes/list_box.rb +44 -0
  70. data/lib/shoes/logger.rb +66 -0
  71. data/lib/shoes/logger/ruby.rb +18 -0
  72. data/lib/shoes/manual.rb +6 -0
  73. data/lib/shoes/mock.rb +30 -0
  74. data/lib/shoes/mock/animation.rb +8 -0
  75. data/lib/shoes/mock/app.rb +44 -0
  76. data/lib/shoes/mock/arc.rb +8 -0
  77. data/lib/shoes/mock/background.rb +10 -0
  78. data/lib/shoes/mock/border.rb +7 -0
  79. data/lib/shoes/mock/button.rb +10 -0
  80. data/lib/shoes/mock/check.rb +24 -0
  81. data/lib/shoes/mock/common_methods.rb +11 -0
  82. data/lib/shoes/mock/dialog.rb +13 -0
  83. data/lib/shoes/mock/download.rb +18 -0
  84. data/lib/shoes/mock/font.rb +17 -0
  85. data/lib/shoes/mock/image.rb +12 -0
  86. data/lib/shoes/mock/image_pattern.rb +9 -0
  87. data/lib/shoes/mock/input_box.rb +23 -0
  88. data/lib/shoes/mock/keypress.rb +8 -0
  89. data/lib/shoes/mock/keyrelease.rb +8 -0
  90. data/lib/shoes/mock/line.rb +14 -0
  91. data/lib/shoes/mock/link.rb +11 -0
  92. data/lib/shoes/mock/list_box.rb +16 -0
  93. data/lib/shoes/mock/oval.rb +11 -0
  94. data/lib/shoes/mock/progress.rb +10 -0
  95. data/lib/shoes/mock/radio.rb +26 -0
  96. data/lib/shoes/mock/rect.rb +13 -0
  97. data/lib/shoes/mock/shape.rb +19 -0
  98. data/lib/shoes/mock/slot.rb +14 -0
  99. data/lib/shoes/mock/sound.rb +8 -0
  100. data/lib/shoes/mock/star.rb +13 -0
  101. data/lib/shoes/mock/text_block.rb +29 -0
  102. data/lib/shoes/mock/timer.rb +8 -0
  103. data/lib/shoes/oval.rb +28 -0
  104. data/lib/shoes/point.rb +43 -0
  105. data/lib/shoes/progress.rb +26 -0
  106. data/lib/shoes/radio.rb +15 -0
  107. data/lib/shoes/rect.rb +28 -0
  108. data/lib/shoes/renamed_delegate.rb +15 -0
  109. data/lib/shoes/shape.rb +175 -0
  110. data/lib/shoes/slot.rb +232 -0
  111. data/lib/shoes/slot_contents.rb +56 -0
  112. data/lib/shoes/sound.rb +16 -0
  113. data/lib/shoes/span.rb +16 -0
  114. data/lib/shoes/star.rb +49 -0
  115. data/lib/shoes/swt.rb +114 -0
  116. data/lib/shoes/swt/animation.rb +46 -0
  117. data/lib/shoes/swt/app.rb +300 -0
  118. data/lib/shoes/swt/arc.rb +70 -0
  119. data/lib/shoes/swt/background.rb +31 -0
  120. data/lib/shoes/swt/border.rb +37 -0
  121. data/lib/shoes/swt/button.rb +18 -0
  122. data/lib/shoes/swt/check.rb +14 -0
  123. data/lib/shoes/swt/check_button.rb +19 -0
  124. data/lib/shoes/swt/color.rb +45 -0
  125. data/lib/shoes/swt/common/child.rb +16 -0
  126. data/lib/shoes/swt/common/clear.rb +24 -0
  127. data/lib/shoes/swt/common/clickable.rb +62 -0
  128. data/lib/shoes/swt/common/container.rb +28 -0
  129. data/lib/shoes/swt/common/fill.rb +37 -0
  130. data/lib/shoes/swt/common/painter.rb +83 -0
  131. data/lib/shoes/swt/common/painter_updates_position.rb +12 -0
  132. data/lib/shoes/swt/common/resource.rb +14 -0
  133. data/lib/shoes/swt/common/selection_listener.rb +14 -0
  134. data/lib/shoes/swt/common/stroke.rb +41 -0
  135. data/lib/shoes/swt/common/toggle.rb +13 -0
  136. data/lib/shoes/swt/common/update_position.rb +15 -0
  137. data/lib/shoes/swt/dialog.rb +89 -0
  138. data/lib/shoes/swt/disposed_protection.rb +23 -0
  139. data/lib/shoes/swt/download.rb +24 -0
  140. data/lib/shoes/swt/fitted_text_layout.rb +94 -0
  141. data/lib/shoes/swt/fitted_text_layout_collection.rb +108 -0
  142. data/lib/shoes/swt/font.rb +32 -0
  143. data/lib/shoes/swt/gradient.rb +77 -0
  144. data/lib/shoes/swt/image.rb +130 -0
  145. data/lib/shoes/swt/image_pattern.rb +19 -0
  146. data/lib/shoes/swt/input_box.rb +73 -0
  147. data/lib/shoes/swt/key_listener.rb +145 -0
  148. data/lib/shoes/swt/line.rb +57 -0
  149. data/lib/shoes/swt/link.rb +37 -0
  150. data/lib/shoes/swt/link_segment.rb +108 -0
  151. data/lib/shoes/swt/list_box.rb +49 -0
  152. data/lib/shoes/swt/mouse_move_listener.rb +61 -0
  153. data/lib/shoes/swt/oval.rb +53 -0
  154. data/lib/shoes/swt/progress.rb +35 -0
  155. data/lib/shoes/swt/radio.rb +29 -0
  156. data/lib/shoes/swt/radio_group.rb +54 -0
  157. data/lib/shoes/swt/rect.rb +31 -0
  158. data/lib/shoes/swt/rect_painter.rb +23 -0
  159. data/lib/shoes/swt/redrawing_aspect.rb +122 -0
  160. data/lib/shoes/swt/shape.rb +101 -0
  161. data/lib/shoes/swt/shoes_layout.rb +43 -0
  162. data/lib/shoes/swt/slot.rb +25 -0
  163. data/lib/shoes/swt/sound.rb +119 -0
  164. data/lib/shoes/swt/star.rb +51 -0
  165. data/lib/shoes/swt/swt_button.rb +49 -0
  166. data/lib/shoes/swt/text_block.rb +133 -0
  167. data/lib/shoes/swt/text_block_cursor_painter.rb +112 -0
  168. data/lib/shoes/swt/text_block_fitter.rb +180 -0
  169. data/lib/shoes/swt/text_block_painter.rb +49 -0
  170. data/lib/shoes/swt/text_font_factory.rb +27 -0
  171. data/lib/shoes/swt/text_style_factory.rb +88 -0
  172. data/lib/shoes/swt/timer.rb +19 -0
  173. data/lib/shoes/swt/tooling/leak_hunter.rb +84 -0
  174. data/lib/shoes/text.rb +14 -0
  175. data/lib/shoes/text_block.rb +162 -0
  176. data/lib/shoes/timer.rb +10 -0
  177. data/lib/shoes/url.rb +47 -0
  178. data/lib/shoes/version.rb +1 -1
  179. data/lib/shoes/widget.rb +73 -0
  180. data/lib/support/jl1.0.1.jar +0 -0
  181. data/lib/support/jogg-0.0.7.jar +0 -0
  182. data/lib/support/jorbis-0.0.15.jar +0 -0
  183. data/lib/support/log4j-1.2.16.jar +0 -0
  184. data/lib/support/mp3spi1.9.5.jar +0 -0
  185. data/lib/support/tritonus_share.jar +0 -0
  186. data/lib/support/vorbisspi1.0.3.jar +0 -0
  187. data/samples/README +86 -0
  188. data/samples/class-book-adjusted.rb +45 -0
  189. data/samples/class-book.rb +10 -10
  190. data/samples/cy.png +0 -0
  191. data/samples/expert-definr.rb +6 -6
  192. data/samples/expert-funnies.rb +23 -14
  193. data/samples/expert-game-of-life-adjusted.rb +249 -0
  194. data/samples/expert-game-of-life.rb +243 -0
  195. data/samples/expert-irb-adjusted.rb +110 -0
  196. data/samples/expert-irb.rb +7 -7
  197. data/samples/expert-minesweeper-adjusted.rb +272 -0
  198. data/samples/expert-minesweeper.rb +53 -53
  199. data/samples/expert-othello-adjusted.rb +325 -0
  200. data/samples/expert-othello.rb +38 -39
  201. data/samples/expert-pong.rb +10 -10
  202. data/samples/expert-snake.rb +78 -0
  203. data/samples/expert-tankspank.rb +354 -354
  204. data/samples/good-arc.rb +20 -12
  205. data/samples/good-clock-adjusted.rb +49 -0
  206. data/samples/good-clock.rb +5 -5
  207. data/samples/good-displace.rb +98 -0
  208. data/samples/good-follow.rb +3 -3
  209. data/samples/good-potato-chopping.rb +22 -0
  210. data/samples/good-reminder.rb +51 -51
  211. data/samples/good-vjot.rb +15 -13
  212. data/samples/loogink.png +0 -0
  213. data/samples/nks_poem.rb +22 -0
  214. data/samples/original-manual-adjusted.rb +475 -0
  215. data/samples/original-manual.rb +472 -0
  216. data/samples/potato_chopping/1258_s001.gif +0 -0
  217. data/samples/potato_chopping/1258_s002.gif +0 -0
  218. data/samples/potato_chopping/1258_s003.gif +0 -0
  219. data/samples/potato_chopping/1258_s004.gif +0 -0
  220. data/samples/potato_chopping/1258_s005.gif +0 -0
  221. data/samples/potato_chopping/1258_s006.gif +0 -0
  222. data/samples/potato_chopping/1258_s007.gif +0 -0
  223. data/samples/potato_chopping/1258_s008.gif +0 -0
  224. data/samples/potato_chopping/1258_s009.gif +0 -0
  225. data/samples/potato_chopping/1258_s010.gif +0 -0
  226. data/samples/potato_chopping/1258_s011.gif +0 -0
  227. data/samples/potato_chopping/1258_s012.gif +0 -0
  228. data/samples/potato_chopping/1258_s013.gif +0 -0
  229. data/samples/potato_chopping/1258_s014.gif +0 -0
  230. data/samples/potato_chopping/1258_s015.gif +0 -0
  231. data/samples/potato_chopping/1258_s016.gif +0 -0
  232. data/samples/potato_chopping/1258_s017.gif +0 -0
  233. data/samples/potato_chopping/1258_s018.gif +0 -0
  234. data/samples/potato_chopping/1258_s019.gif +0 -0
  235. data/samples/potato_chopping/1258_s020.gif +0 -0
  236. data/samples/potato_chopping/1258_s021.gif +0 -0
  237. data/samples/potato_chopping/1258_s022.gif +0 -0
  238. data/samples/potato_chopping/1258_s023.gif +0 -0
  239. data/samples/potato_chopping/1258_s024.gif +0 -0
  240. data/samples/potato_chopping/1258_s025.gif +0 -0
  241. data/samples/potato_chopping/1258_s026.gif +0 -0
  242. data/samples/potato_chopping/1258_s027.gif +0 -0
  243. data/samples/potato_chopping/1258_s028.gif +0 -0
  244. data/samples/potato_chopping/1258_s029.gif +0 -0
  245. data/samples/potato_chopping/1258_s030.gif +0 -0
  246. data/samples/potato_chopping/1258_s031.gif +0 -0
  247. data/samples/potato_chopping/1258_s032.gif +0 -0
  248. data/samples/potato_chopping/1258_s033.gif +0 -0
  249. data/samples/potato_chopping/1258_s034.gif +0 -0
  250. data/samples/potato_chopping/1258_s035.gif +0 -0
  251. data/samples/potato_chopping/1258_s036.gif +0 -0
  252. data/samples/potato_chopping/1258_s037.gif +0 -0
  253. data/samples/potato_chopping/1258_s038.gif +0 -0
  254. data/samples/potato_chopping/1258_s039.gif +0 -0
  255. data/samples/potato_chopping/1258_s040.gif +0 -0
  256. data/samples/potato_chopping/1258_s041.gif +0 -0
  257. data/samples/potato_chopping/1258_s042.gif +0 -0
  258. data/samples/potato_chopping/1258_s043.gif +0 -0
  259. data/samples/potato_chopping/1258_s044.gif +0 -0
  260. data/samples/potato_chopping/1258_s045.gif +0 -0
  261. data/samples/potato_chopping/1258_s046.gif +0 -0
  262. data/samples/potato_chopping/1258_s047.gif +0 -0
  263. data/samples/potato_chopping/1258_s048.gif +0 -0
  264. data/samples/potato_chopping/1258_s049.gif +0 -0
  265. data/samples/potato_chopping/1258_s050.gif +0 -0
  266. data/samples/potato_chopping/1258_s051.gif +0 -0
  267. data/samples/potato_chopping/1258_s052.gif +0 -0
  268. data/samples/potato_chopping/1258_s053.gif +0 -0
  269. data/samples/potato_chopping/1258_s054.gif +0 -0
  270. data/samples/potato_chopping/1258_s055.gif +0 -0
  271. data/samples/potato_chopping/1258_s056.gif +0 -0
  272. data/samples/potato_chopping/1258_s057.gif +0 -0
  273. data/samples/potato_chopping/1258_s058.gif +0 -0
  274. data/samples/potato_chopping/1258_s059.gif +0 -0
  275. data/samples/sample1.rb +30 -0
  276. data/samples/sample12.rb +21 -0
  277. data/samples/sample13.rb +13 -0
  278. data/samples/sample14.rb +64 -0
  279. data/samples/sample15.rb +18 -0
  280. data/samples/sample16.rb +10 -0
  281. data/samples/sample17.rb +10 -0
  282. data/samples/sample2.rb +14 -0
  283. data/samples/sample21.rb +5 -0
  284. data/samples/sample23.rb +8 -0
  285. data/samples/sample24.rb +21 -0
  286. data/samples/sample27.rb +18 -0
  287. data/samples/sample3.rb +14 -0
  288. data/samples/sample31.rb +22 -0
  289. data/samples/sample34.rb +27 -0
  290. data/samples/sample35.rb +32 -0
  291. data/samples/sample37.rb +8 -0
  292. data/samples/sample4.rb +7 -0
  293. data/samples/sample42.rb +14 -0
  294. data/samples/sample45.rb +11 -0
  295. data/samples/sample56.rb +10 -0
  296. data/samples/sample6.rb +9 -0
  297. data/samples/sample7.rb +3 -0
  298. data/samples/sample8.rb +7 -0
  299. data/samples/sample9.rb +10 -0
  300. data/samples/simple-accordion.rb +7 -7
  301. data/samples/simple-anim-shapes.rb +3 -3
  302. data/samples/simple-anim-text.rb +2 -2
  303. data/samples/simple-animate.rb +12 -0
  304. data/samples/simple-arc.rb +2 -2
  305. data/samples/simple-bounce.rb +4 -4
  306. data/samples/simple-brightness-transitions.rb +8 -0
  307. data/samples/simple-button-animate.rb +16 -0
  308. data/samples/simple-calc-2.rb +34 -0
  309. data/samples/simple-calc.rb +11 -11
  310. data/samples/simple-color-selector.rb +10 -0
  311. data/samples/simple-color-transitions.rb +11 -0
  312. data/samples/simple-control-sizes.rb +12 -12
  313. data/samples/simple-dialogs-outside.rb +12 -0
  314. data/samples/simple-dialogs.rb +4 -1
  315. data/samples/simple-displace.rb +15 -0
  316. data/samples/simple-downloader.rb +11 -11
  317. data/samples/simple-editor.rb +5 -5
  318. data/samples/simple-face.rb +14 -0
  319. data/samples/simple-flow-wrap.rb +11 -0
  320. data/samples/simple-font.rb +17 -0
  321. data/samples/simple-form.rb +14 -13
  322. data/samples/simple-fullscreen.rb +4 -0
  323. data/samples/simple-guess-game.rb +28 -0
  324. data/samples/simple-keypress.rb +14 -0
  325. data/samples/simple-manual.rb +2 -0
  326. data/samples/simple-mask.rb +4 -4
  327. data/samples/simple-menu.rb +28 -12
  328. data/samples/simple-mouse-follow.rb +8 -0
  329. data/samples/simple-move.rb +13 -0
  330. data/samples/simple-oval.rb +3 -0
  331. data/samples/simple-sample-executor.rb +6 -0
  332. data/samples/simple-shoes-intro.rb +22 -0
  333. data/samples/simple-slide.rb +15 -4
  334. data/samples/simple-sound.rb +30 -0
  335. data/samples/simple-sphere.rb +6 -6
  336. data/samples/simple-stripes.rb +8 -0
  337. data/samples/simple-timer.rb +4 -2
  338. data/samples/simple-video.rb +2 -2
  339. data/samples/sounds/102719__sarge4267__explosion.mp3 +0 -0
  340. data/samples/sounds/145622__andybrannan__train-fog-horn-long-wyomming.aiff +0 -0
  341. data/samples/sounds/46492__phreaksaccount__shields1.ogg +0 -0
  342. data/samples/sounds/61847__simon-rue__boink-v3.wav +0 -0
  343. data/shoes.gemspec +31 -11
  344. data/snapshots/sample1.png +0 -0
  345. data/snapshots/sample10.png +0 -0
  346. data/snapshots/sample11.png +0 -0
  347. data/snapshots/sample12.png +0 -0
  348. data/snapshots/sample13.png +0 -0
  349. data/snapshots/sample14.png +0 -0
  350. data/snapshots/sample15.png +0 -0
  351. data/snapshots/sample16.png +0 -0
  352. data/snapshots/sample17.png +0 -0
  353. data/snapshots/sample18.png +0 -0
  354. data/snapshots/sample19.png +0 -0
  355. data/snapshots/sample2.png +0 -0
  356. data/snapshots/sample20.png +0 -0
  357. data/snapshots/sample21.png +0 -0
  358. data/snapshots/sample22.png +0 -0
  359. data/snapshots/sample23.png +0 -0
  360. data/snapshots/sample24.png +0 -0
  361. data/snapshots/sample27.png +0 -0
  362. data/snapshots/sample28.png +0 -0
  363. data/snapshots/sample29.png +0 -0
  364. data/snapshots/sample3.png +0 -0
  365. data/snapshots/sample30.png +0 -0
  366. data/snapshots/sample31.png +0 -0
  367. data/snapshots/sample34.png +0 -0
  368. data/snapshots/sample35.png +0 -0
  369. data/snapshots/sample36.png +0 -0
  370. data/snapshots/sample37.png +0 -0
  371. data/snapshots/sample4.png +0 -0
  372. data/snapshots/sample42.png +0 -0
  373. data/snapshots/sample44.png +0 -0
  374. data/snapshots/sample45.png +0 -0
  375. data/snapshots/sample46.png +0 -0
  376. data/snapshots/sample5.png +0 -0
  377. data/snapshots/sample6.png +0 -0
  378. data/snapshots/sample7.png +0 -0
  379. data/snapshots/sample8.png +0 -0
  380. data/snapshots/sample9.png +0 -0
  381. data/snapshots/sample99.png +0 -0
  382. data/spec/async_helper.rb +21 -0
  383. data/spec/code_coverage.rb +11 -0
  384. data/spec/shoes/animation_spec.rb +65 -0
  385. data/spec/shoes/app_spec.rb +411 -0
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  514. data/spec/swt_shoes/shared_examples/movable.rb +36 -0
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  518. data/spec/swt_shoes/shared_examples/swt_app_context.rb +17 -0
  519. data/spec/swt_shoes/shared_examples/togglable.rb +15 -0
  520. data/spec/swt_shoes/shell_control_listener_spec.rb +23 -0
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  526. data/spec/swt_shoes/text_block_painter_spec.rb +221 -0
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@@ -9,14 +9,14 @@ module Othello
9
9
 
10
10
  PIECE_WIDTH = 62
11
11
  PIECE_HEIGHT = 62
12
- TOP_OFFSET = 47
13
- LEFT_OFFSET = 12
12
+ TOP_OFFSET = 47
13
+ LEFT_OFFSET = 12
14
14
 
15
15
  class Game
16
16
  BOARD_SIZE = [8,8]
17
17
 
18
18
  attr_accessor :p1, :p2, :board, :board_history
19
-
19
+
20
20
  def initialize
21
21
  @board_history = []
22
22
  @p1 = Player.new(:black, pieces_per_player)
@@ -50,7 +50,7 @@ module Othello
50
50
  end
51
51
  end
52
52
  end
53
-
53
+
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54
  # Lay the initial 4 pieces in the middle
55
55
  def lay_initial_pieces
56
56
  lay_piece([4, 3], false)
@@ -62,7 +62,7 @@ module Othello
62
62
  lay_piece([4, 4], false)
63
63
  next_turn(false)
64
64
  end
65
-
65
+
66
66
  def lay_piece(c=[0,0], check_adjacent_pieces=true)
67
67
  memorize_board
68
68
  piece = current_player.piece
@@ -86,17 +86,17 @@ module Othello
86
86
  current_winner = calculate_current_winner
87
87
  raise "Game over. Player #{current_winner.piece} wins with #{current_winner.pieces_on_board} pieces!" if @p1.pieces + @p2.pieces == 0
88
88
  end
89
-
89
+
90
90
  def skip_turn?
91
91
  possibles = []
92
- @board.each_with_index { |col,col_index|
93
- col.each_with_index { |cell,row_index|
92
+ @board.each_with_index { |col,col_index|
93
+ col.each_with_index { |cell,row_index|
94
94
  return false if possible_move?([col_index,row_index])
95
- }
95
+ }
96
96
  }
97
97
  true
98
98
  end
99
-
99
+
100
100
  def possible_move?(c=[0,0])
101
101
  return nil if board_at(c) != 0
102
102
  possible_moves = []
@@ -114,14 +114,14 @@ module Othello
114
114
  return nil if pieces_to_change.compact.all? { |a| a.empty? }
115
115
  true
116
116
  end
117
-
117
+
118
118
  def memorize_board
119
119
  dup_board = new_board
120
120
  dup_board = []
121
121
  @board.each do |col|
122
122
  dup_board << col.dup
123
123
  end
124
- @board_history << { :player => current_player, :board => dup_board }
124
+ @board_history << { player: current_player, board: dup_board }
125
125
  end
126
126
 
127
127
  def undo!
@@ -133,11 +133,11 @@ module Othello
133
133
 
134
134
  def calculate_current_winner
135
135
  @p1.pieces_on_board, @p2.pieces_on_board = 0, 0
136
- @board.each { |row|
136
+ @board.each { |row|
137
137
  row.each { |cell|
138
138
  if cell == 1
139
139
  @p1.pieces_on_board += 1
140
- else
140
+ else
141
141
  @p2.pieces_on_board += 1
142
142
  end
143
143
  }
@@ -164,7 +164,7 @@ module Othello
164
164
 
165
165
  pieces_in_between.empty? || c_last.nil? ? nil : pieces_in_between
166
166
  end
167
-
167
+
168
168
  # Find the value of the board at the given coordinate.
169
169
  def board_at(c)
170
170
  @board[c[0]][c[1]]
@@ -186,7 +186,7 @@ module Othello
186
186
  def pieces_per_player
187
187
  total_squares / 2
188
188
  end
189
-
189
+
190
190
  # The total number of squares
191
191
  def total_squares
192
192
  BOARD_SIZE[0] * BOARD_SIZE[1]
@@ -200,41 +200,41 @@ module Othello
200
200
  @pieces_on_board = 0 # used only in calculating winner
201
201
  @color = color
202
202
  end
203
-
203
+
204
204
  def piece
205
205
  color == :black ? 1 : 2
206
206
  end
207
-
207
+
208
208
  def opp_piece
209
209
  color == :black ? 2 : 1
210
210
  end
211
- end
211
+ end
212
212
  end
213
213
 
214
214
  def draw_player_1(first_turn=false)
215
- stack :margin => 10 do
215
+ stack margin: 10 do
216
216
  if GAME.current_player==GAME.p1
217
217
  background yellow
218
- para span("Player 1 (#{GAME.current_player.color}) turn", :stroke => black, :font => "Trebuchet 20px bold"), :margin => 4
218
+ para span("Player 1 (#{GAME.current_player.color}) turn", stroke: black, font: "Trebuchet 20px bold"), margin: 4
219
219
  else
220
220
  background white
221
- para span("Player 1", :stroke => black, :font => "Trebuchet 10px bold"), :margin => 4
221
+ para span("Player 1", stroke: black, font: "Trebuchet 10px bold"), margin: 4
222
222
 
223
- button("Undo last move", :top => 0, :left => -150) { GAME.undo!; draw_board } unless GAME.board_history.empty?
223
+ button("Undo last move", top: 0, left: -150) { GAME.undo!; draw_board } unless GAME.board_history.empty?
224
224
  end
225
225
  end
226
226
  end
227
227
 
228
228
  def draw_player_2(first_turn=false)
229
- stack :top => 550, :left => 0, :margin => 10 do
230
- if GAME.current_player==GAME.p2
229
+ stack top: 550, left: 0, margin: 10 do
230
+ if GAME.current_player==GAME.p2
231
231
  background yellow
232
- para span("Player 2's (#{GAME.current_player.color}) turn", :stroke => black, :font => "Trebuchet 20px bold"), :margin => 4
232
+ para span("Player 2's (#{GAME.current_player.color}) turn", stroke: black, font: "Trebuchet 20px bold"), margin: 4
233
233
  else
234
234
  background white
235
- para span("Player 2", :stroke => black, :font => "Trebuchet 10px bold"), :margin => 4
235
+ para span("Player 2", stroke: black, font: "Trebuchet 10px bold"), margin: 4
236
236
 
237
- button("Undo last move", :top => 0, :left => -150) { GAME.undo!; draw_board } unless GAME.board_history.empty?
237
+ button("Undo last move", top: 0, left: -150) { GAME.undo!; draw_board } unless GAME.board_history.empty?
238
238
  end
239
239
  end
240
240
  end
@@ -244,9 +244,9 @@ module Othello
244
244
  clear do
245
245
  background black
246
246
  draw_player_1
247
- stack :margin => 10 do
247
+ stack margin: 10 do
248
248
  fill rgb(0, 190, 0)
249
- rect :left => 0, :top => 0, :width => 495, :height => 495
249
+ rect left: 0, top: 0, width: 495, height: 495
250
250
 
251
251
  GAME.board.each_with_index do |col, col_index|
252
252
  col.each_with_index do |cell, row_index|
@@ -256,7 +256,7 @@ module Othello
256
256
  fill rgb(0, 440, 0, 90)
257
257
  strokewidth 1
258
258
  stroke rgb(0, 100, 0)
259
- rect :left => left, :top => top, :width => PIECE_WIDTH, :height => PIECE_HEIGHT
259
+ rect left: left, top: top, width: PIECE_WIDTH, height: PIECE_HEIGHT
260
260
 
261
261
  if cell != 0
262
262
  strokewidth 0
@@ -282,26 +282,25 @@ module Othello
282
282
  end
283
283
 
284
284
  def find_piece(x,y)
285
- GAME.board.each_with_index { |row_array, row|
286
- row_array.each_with_index { |col_array, col|
285
+ GAME.board.each_with_index { |row_array, row|
286
+ row_array.each_with_index { |col_array, col|
287
287
  left, top = left_top_corner_of_piece(col, row).map { |i| i - 5}
288
288
  right, bottom = right_bottom_corner_of_piece(col, row).map { |i| i -5 }
289
289
  return [col, row] if x >= left && x <= right && y >= top && y <= bottom
290
- }
290
+ }
291
291
  }
292
292
  return false
293
293
  end
294
-
295
- GAME = Othello::Game.new
296
294
  end
297
295
 
296
+ GAME = Othello::Game.new
298
297
 
299
- Shoes.app :width => 520, :height => 600 do
298
+ Shoes.app width: 520, height: 600 do
300
299
  extend Othello
301
300
 
302
301
  draw_board
303
-
304
- click { |button, x, y|
302
+
303
+ click { |button, x, y|
305
304
  if coords = find_piece(x,y)
306
305
  begin
307
306
  GAME.lay_piece(coords)
@@ -9,25 +9,25 @@
9
9
  # redrawing the shapes, you can move the shapes around as objects.
10
10
  # Yeah, see, notice how @you, @comp and @ball are used.
11
11
  #
12
- Shoes.app :width => 400, :height => 400, :resizable => false do
13
- paddle_size = 75
12
+ Shoes.app width: 400, height: 400, resizable: false do
13
+ paddle_size = 75
14
14
  ball_diameter = 20
15
- vx, vy = [3, 4]
16
- compuspeed = 10
17
- bounce = 1.2
15
+ vx, vy = [3, 4]
16
+ compuspeed = 10
17
+ bounce = 1.2
18
18
 
19
19
  # set up the playing board
20
20
  nostroke and background white
21
- @ball = oval 0, 0, ball_diameter, :fill => "#9B7"
22
- @you, @comp = [app.height-4, 0].map {|y| rect 0, y, paddle_size, 4, :curve => 2}
21
+ @ball = oval 0, 0, ball_diameter, fill: "#9B7"
22
+ @you, @comp = [app.height-4, 0].map {|y| rect 0, y, paddle_size, 4, curve: 2}
23
23
 
24
24
  # animates at 40 frames per second
25
25
  @anim = animate 40 do
26
26
 
27
27
  # check for game over
28
28
  if @ball.top + ball_diameter < 0 or @ball.top > app.height
29
- para strong("GAME OVER", :size => 32), "\n",
30
- @ball.top < 0 ? "You win!" : "Computer wins", :top => 140, :align => 'center'
29
+ para strong("GAME OVER", size: 32), "\n",
30
+ @ball.top < 0 ? "You win!" : "Computer wins", top: 140, align: 'center'
31
31
  @ball.hide and @anim.stop
32
32
  end
33
33
 
@@ -36,7 +36,7 @@ Shoes.app :width => 400, :height => 400, :resizable => false do
36
36
  nx, ny = (@ball.left + vx).to_i, (@ball.top + vy).to_i
37
37
 
38
38
  # move the @comp paddle, speed based on `compuspeed` variable
39
- @comp.left +=
39
+ @comp.left +=
40
40
  if nx + (ball_diameter / 2) > @comp.left + paddle_size; compuspeed
41
41
  elsif nx < @comp.left; -compuspeed
42
42
  else 0 end
@@ -0,0 +1,78 @@
1
+ Shoes.app title: 'Snake Game v0.1' do
2
+ def game_start
3
+ @score = para 'Score:', stroke: white
4
+ @pos = {up: [0, -10], down: [0, 10], left: [-10, 0], right: [10, 0]}
5
+ @rx, @ry = proc{20 + 10*rand(56)}, proc{40 + 10*rand(44)}
6
+
7
+ create_food
8
+
9
+ create_bricks
10
+
11
+ create_initial_snake
12
+
13
+ dir = :left
14
+ @run = animate 5 do
15
+ check_food
16
+ go dir
17
+ @score.text = "Score: #{@snake.length * 10}"
18
+ brick? @snake[0]
19
+ end
20
+ keypress{|k| dir = k if @pos.keys.include? k}
21
+ end
22
+
23
+ def go k
24
+ x, y = @pos[k]
25
+ @snake.unshift @snake.pop
26
+ n = @snake.length > 1 ? 1 : 0
27
+ @snake[0].move @snake[n].left + x, @snake[n].top + y
28
+ @snake[0].style stroke: red
29
+ @snake[1].style stroke: white if n > 0
30
+ end
31
+
32
+ def check_food
33
+ (@snake << rect(0, 0, 10, 10)) if eat? @snake[0]
34
+ end
35
+
36
+ def eat? s
37
+ @foods.each_with_index do |f, i|
38
+ (f.move @rx[], @ry[]; return true) if f.left == s.left and f.top == s.top
39
+ end
40
+ return false
41
+ end
42
+
43
+ def brick? s
44
+ @bricks.each do |b|
45
+ (@run.remove; alert 'Game Over. ') if b.left == s.left and b.top == s.top
46
+ end
47
+ end
48
+
49
+ def create_food
50
+ @foods = []
51
+ stroke lime
52
+ 50.times{@foods << rect(@rx[], @ry[], 10, 10)}
53
+ end
54
+
55
+ def create_bricks
56
+ @bricks = []
57
+ stroke deepskyblue; fill blue
58
+
59
+ 50.times{@bricks << rect(@rx[], @ry[], 10, 10)}
60
+
61
+ 20.step(570, 10){|n| @bricks << rect(n, 40, 10, 10) << rect(n, 470, 10, 10)}
62
+
63
+ 40.step(470, 10){|n| @bricks << rect(10, n, 10, 10) << rect(570, n, 10, 10)}
64
+ end
65
+
66
+ def create_initial_snake
67
+ @snake = []
68
+ stroke white; nofill
69
+
70
+ @snake << rect(300, 100, 10, 10)
71
+
72
+ @snake[0].style stroke: red
73
+ end
74
+
75
+ background black
76
+
77
+ game_start
78
+ end
@@ -8,378 +8,378 @@ $width, $height = 700, 500
8
8
  $camera_tightness = 0.1
9
9
 
10
10
  module Collisions
11
- def contains? x, y
12
- not (x < west or x > east or y < north or y > south)
13
- end
14
-
15
- def intersects? other
16
- not (other.east < west or other.west > east or
17
- other.south < north or other.north > south)
18
- end
11
+ def contains? x, y
12
+ not (x < west or x > east or y < north or y > south)
13
+ end
14
+
15
+ def intersects? other
16
+ not (other.east < west or other.west > east or
17
+ other.south < north or other.north > south)
18
+ end
19
19
  end
20
20
 
21
21
  class Building
22
- include Collisions
23
-
24
- attr_reader :west, :east, :north, :south
25
-
26
- def initialize(west, east, north, south)
27
- @west, @east, @north, @south = west, east, north, south
28
- @top, @bottom = 1.1 + rand(3) * 0.15, 1.0
29
-
30
- color = (1..3).collect { 0.2 + 0.4 * rand }
31
- color << 0.9
32
- @stroke = $app.rgb *color
33
- color[-1] = 0.3
34
- @fill = $app.rgb *color
35
- end
36
-
37
- def draw
38
- $app.stroke @stroke
39
- $app.fill @fill
40
- Opp.draw_opp_box(@west, @east, @north, @south, @top, @bottom)
41
- end
22
+ include Collisions
23
+
24
+ attr_reader :west, :east, :north, :south
25
+
26
+ def initialize(west, east, north, south)
27
+ @west, @east, @north, @south = west, east, north, south
28
+ @top, @bottom = 1.1 + rand(3) * 0.15, 1.0
29
+
30
+ color = (1..3).collect { 0.2 + 0.4 * rand }
31
+ color << 0.9
32
+ @stroke = $app.rgb *color
33
+ color[-1] = 0.3
34
+ @fill = $app.rgb *color
35
+ end
36
+
37
+ def draw
38
+ $app.stroke @stroke
39
+ $app.fill @fill
40
+ Opp.draw_opp_box(@west, @east, @north, @south, @top, @bottom)
41
+ end
42
42
  end
43
43
 
44
44
  module Guidance
45
- def guidance_system x, y, dest_x, dest_y, angle
46
- vx, vy = dest_x - x, dest_y - y
47
- if vx.abs < 0.1 and vy.abs <= 0.1
48
- yield 0, 0
49
- else
50
- length = Math.sqrt(vx * vx + vy * vy)
51
- vx /= length
52
- vy /= length
53
- ax, ay = Math.cos(angle), Math.sin(angle)
54
- cos_between = vx * ax + vy * ay
55
- sin_between = vx * -ay + vy * ax
56
- yield sin_between, cos_between
57
- end
58
- end
45
+ def guidance_system x, y, dest_x, dest_y, angle
46
+ vx, vy = dest_x - x, dest_y - y
47
+ if vx.abs < 0.1 and vy.abs <= 0.1
48
+ yield 0, 0
49
+ else
50
+ length = Math.sqrt(vx * vx + vy * vy)
51
+ vx /= length
52
+ vy /= length
53
+ ax, ay = Math.cos(angle), Math.sin(angle)
54
+ cos_between = vx * ax + vy * ay
55
+ sin_between = vx * -ay + vy * ax
56
+ yield sin_between, cos_between
57
+ end
58
+ end
59
59
  end
60
60
 
61
61
  module Life
62
- attr_reader :health
63
- def dead?
64
- @health == 0
65
- end
66
- def hurt damage
67
- @health = [@health - damage, 0].max
68
- end
62
+ attr_reader :health
63
+ def dead?
64
+ @health == 0
65
+ end
66
+ def hurt damage
67
+ @health = [@health - damage, 0].max
68
+ end
69
69
  end
70
70
 
71
71
  class Tank
72
- include Collisions
73
- include Guidance
74
- include Life
75
- # ^ sounds like insurance
76
-
77
- @@collide_size = 15
78
- def west; @x - @@collide_size; end
79
- def east; @x + @@collide_size; end
80
- def north; @y - @@collide_size; end
81
- def south; @y + @@collide_size; end
82
-
83
- attr_reader :x, :y
84
-
85
- def initialize
86
- @x, @y = 0, -125
87
- @last_x, @last_y = @x, @y
88
- @tank_angle = 0.0
89
- @dest_x, @dest_y = 0, 0
90
- @acceleration = 0.0
91
- @speed = 0.0
92
- @moving = false
93
-
94
- @aim_angle = 0.0
95
- @target_x, @target_y = 0, 0
96
- @aimed = false
97
-
98
- @health = 100
99
- end
100
-
101
- def set_destination
102
- @dest_x, @dest_y = @target_x, @target_y
103
- @moving = true
104
- end
105
-
106
- def fire
107
- Opp.add_shell Shell.new(@x + 30 * Math.cos(@aim_angle),
108
- @y + 30 * Math.sin(@aim_angle), @aim_angle)
109
- end
110
-
111
- def update button, mouse_x, mouse_y
112
- @target_x, @target_y = mouse_x, mouse_y
113
-
114
- if @moving
115
- guidance_system @x, @y, @dest_x, @dest_y, @tank_angle do |direction, on_target|
116
- turn direction
117
- @acceleration = on_target * 0.25
118
- end
119
-
120
- distance = Math.sqrt((@dest_x - @x) ** 2 + (@dest_y - @y) ** 2)
121
- @moving = false if distance < 50
122
- else
123
- @acceleration = 0.0
124
- end
125
-
126
- guidance_system @x, @y, @target_x, @target_y, @aim_angle do |direction, on_target|
127
- aim direction
128
- @aimed = on_target > 0.98
129
- end
130
-
131
- integrity = @health / 100.0 # the more hurt you are, the slower you go
132
- @speed = [[@speed + @acceleration, 5.0 * integrity].min, -3.0 * integrity].max
133
- @speed *= 0.9 if !@moving
134
-
135
- @last_x, @last_y = @x, @y
136
- @x += @speed * Math.cos(@tank_angle)
137
- @y += @speed * Math.sin(@tank_angle)
138
- end
139
-
140
- def collide_and_stop
141
- @x, @y = @last_x, @last_y
142
- hurt @speed.abs * 3 + 5
143
- @speed = 0
144
- @moving = false
145
- end
146
-
147
- def turn direction
148
- @tank_angle += [[-0.03, direction].max, 0.03].min
149
- end
150
-
151
- def aim direction
152
- @aim_angle += [[-0.1, direction].max, 0.1].min
153
- end
154
-
155
- def draw
156
- $app.stroke $app.blue
157
- $app.fill $app.blue(0.4)
158
- Opp.draw_opp_rect @x - 20, @x + 20, @y - 15, @y + 15, 1.05, @tank_angle
159
- #Opp.draw_opp_box @x - 20, @x + 20, @y - 20, @y + 20, 1.03, 1.0
160
- Opp.draw_opp_rect @x - 10, @x + 10, @y - 7, @y + 7, 1.05, @aim_angle
161
- x, unused1, y, unused2 = Opp.project(@x, 0, @y, 0, 1.05)
162
- $app.line x, y, x + 25 * Math.cos(@aim_angle), y + 25 * Math.sin(@aim_angle)
163
-
164
- $app.stroke $app.red
165
- $app.fill $app.red(@aimed ? 0.4 : 0.1)
166
- Opp.draw_opp_oval @target_x - 10, @target_x + 10, @target_y - 10, @target_y + 10, 1.00
167
-
168
- if @moving
169
- $app.stroke $app.green
170
- $app.fill $app.green(0.2)
171
- Opp.draw_opp_oval @dest_x - 20, @dest_x + 20, @dest_y - 20, @dest_y + 20, 1.00
172
- end
173
- end
72
+ include Collisions
73
+ include Guidance
74
+ include Life
75
+ # ^ sounds like insurance
76
+
77
+ @@collide_size = 15
78
+ def west; @x - @@collide_size; end
79
+ def east; @x + @@collide_size; end
80
+ def north; @y - @@collide_size; end
81
+ def south; @y + @@collide_size; end
82
+
83
+ attr_reader :x, :y
84
+
85
+ def initialize
86
+ @x, @y = 0, -125
87
+ @last_x, @last_y = @x, @y
88
+ @tank_angle = 0.0
89
+ @dest_x, @dest_y = 0, 0
90
+ @acceleration = 0.0
91
+ @speed = 0.0
92
+ @moving = false
93
+
94
+ @aim_angle = 0.0
95
+ @target_x, @target_y = 0, 0
96
+ @aimed = false
97
+
98
+ @health = 100
99
+ end
100
+
101
+ def set_destination
102
+ @dest_x, @dest_y = @target_x, @target_y
103
+ @moving = true
104
+ end
105
+
106
+ def fire
107
+ Opp.add_shell Shell.new(@x + 30 * Math.cos(@aim_angle),
108
+ @y + 30 * Math.sin(@aim_angle), @aim_angle)
109
+ end
110
+
111
+ def update button, mouse_x, mouse_y
112
+ @target_x, @target_y = mouse_x, mouse_y
113
+
114
+ if @moving
115
+ guidance_system @x, @y, @dest_x, @dest_y, @tank_angle do |direction, on_target|
116
+ turn direction
117
+ @acceleration = on_target * 0.25
118
+ end
119
+
120
+ distance = Math.sqrt((@dest_x - @x) ** 2 + (@dest_y - @y) ** 2)
121
+ @moving = false if distance < 50
122
+ else
123
+ @acceleration = 0.0
124
+ end
125
+
126
+ guidance_system @x, @y, @target_x, @target_y, @aim_angle do |direction, on_target|
127
+ aim direction
128
+ @aimed = on_target > 0.98
129
+ end
130
+
131
+ integrity = @health / 100.0 # the more hurt you are, the slower you go
132
+ @speed = [[@speed + @acceleration, 5.0 * integrity].min, -3.0 * integrity].max
133
+ @speed *= 0.9 if !@moving
134
+
135
+ @last_x, @last_y = @x, @y
136
+ @x += @speed * Math.cos(@tank_angle)
137
+ @y += @speed * Math.sin(@tank_angle)
138
+ end
139
+
140
+ def collide_and_stop
141
+ @x, @y = @last_x, @last_y
142
+ hurt @speed.abs * 3 + 5
143
+ @speed = 0
144
+ @moving = false
145
+ end
146
+
147
+ def turn direction
148
+ @tank_angle += [[-0.03, direction].max, 0.03].min
149
+ end
150
+
151
+ def aim direction
152
+ @aim_angle += [[-0.1, direction].max, 0.1].min
153
+ end
154
+
155
+ def draw
156
+ $app.stroke $app.blue
157
+ $app.fill $app.blue(0.4)
158
+ Opp.draw_opp_rect @x - 20, @x + 20, @y - 15, @y + 15, 1.05, @tank_angle
159
+ #Opp.draw_opp_box @x - 20, @x + 20, @y - 20, @y + 20, 1.03, 1.0
160
+ Opp.draw_opp_rect @x - 10, @x + 10, @y - 7, @y + 7, 1.05, @aim_angle
161
+ x, unused1, y, unused2 = Opp.project(@x, 0, @y, 0, 1.05)
162
+ $app.line x, y, x + 25 * Math.cos(@aim_angle), y + 25 * Math.sin(@aim_angle)
163
+
164
+ $app.stroke $app.red
165
+ $app.fill $app.red(@aimed ? 0.4 : 0.1)
166
+ Opp.draw_opp_oval @target_x - 10, @target_x + 10, @target_y - 10, @target_y + 10, 1.00
167
+
168
+ if @moving
169
+ $app.stroke $app.green
170
+ $app.fill $app.green(0.2)
171
+ Opp.draw_opp_oval @dest_x - 20, @dest_x + 20, @dest_y - 20, @dest_y + 20, 1.00
172
+ end
173
+ end
174
174
  end
175
175
 
176
176
  class Shell
177
- attr_reader :x, :y
178
-
179
- def initialize x, y, angle
180
- @x, @y, @angle = x, y, angle
181
- @speed = 10.0
182
- end
183
-
184
- def update
185
- @x += @speed * Math.cos(@angle)
186
- @y += @speed * Math.sin(@angle)
187
- end
188
-
189
- def draw
190
- $app.stroke $app.red
191
- $app.fill $app.red(0.1)
192
- Opp.draw_opp_box @x - 2, @x + 2, @y - 2, @y + 2, 1.05, 1.04
193
- end
177
+ attr_reader :x, :y
178
+
179
+ def initialize x, y, angle
180
+ @x, @y, @angle = x, y, angle
181
+ @speed = 10.0
182
+ end
183
+
184
+ def update
185
+ @x += @speed * Math.cos(@angle)
186
+ @y += @speed * Math.sin(@angle)
187
+ end
188
+
189
+ def draw
190
+ $app.stroke $app.red
191
+ $app.fill $app.red(0.1)
192
+ Opp.draw_opp_box @x - 2, @x + 2, @y - 2, @y + 2, 1.05, 1.04
193
+ end
194
194
  end
195
195
 
196
196
  class Opp
197
- def self.new_game
198
- @offset_x, @offset_y = 0, 0
199
- @buildings = [
200
- [-1000, -750, -750, -250],
201
- [-500, 250, -750, -250],
202
- [500, 1000, -750, -500],
203
- [750, 1250, -250, 0],
204
- [750, 1250, 250, 750],
205
- [250, 500, 0, 750],
206
- [-250, 0, 0, 500],
207
- [-500, 0, 750, 1000],
208
- [-1000, -500, 0, 500],
209
- [400, 600, -350, -150]
210
- ].collect { |p| Building.new *p }
211
- @shells = []
212
- @boundary = [-1250, 1500, -1250, 1250]
213
- @tank = Tank.new
214
- @center_x, @center_y = $app.width / 2, $app.height / 2
215
- end
216
-
217
- def self.tank
218
- @tank
219
- end
220
-
221
- def self.read_input
222
- @input = $app.mouse
223
- end
224
-
225
- def self.update_scene
226
- button, x, y = @input
227
- x += @offset_x - @center_x
228
- y += @offset_y - @center_y
229
-
230
- @tank.update(button, x, y) if !@tank.dead?
231
- @buildings.each do |b|
232
- @tank.collide_and_stop if b.intersects? @tank
233
- end
234
-
235
- @shells.each { |s| s.update }
236
- @buildings.each do |b|
237
- @shells.reject! do |s|
238
- b.contains?(s.x, s.y)
239
- end
240
- end
241
- #collide shells with tanks -- don't need this until there are enemy tanks
242
- #@shells.reject! do |s|
243
- # @tank.contains?(s.x, s.y)
244
- #end
245
-
246
- $app.clear do
247
- @offset_x += $camera_tightness * (@tank.x - @offset_x)
248
- @offset_y += $camera_tightness * (@tank.y - @offset_y)
249
-
250
- $app.background $app.black
251
- @center_x, @center_y = $app.width / 2, $app.height / 2
252
-
253
- $app.stroke $app.red(0.9)
254
- $app.nofill
255
- draw_opp_box *(@boundary + [1.1, 1.0, false])
256
-
257
- @tank.draw
258
- @shells.each { |s| s.draw }
259
- @buildings.each { |b| b.draw }
260
- end
261
- end
262
-
263
- def self.add_shell shell
264
- @shells << shell
265
- @shells.shift if @shells.size > 10
266
- end
267
-
268
- def self.project left, right, top, bottom, depth
269
- [left, right].collect { |x| @center_x + depth * (x - @offset_x) } +
270
- [top, bottom].collect { |y| @center_y + depth * (y - @offset_y) }
271
- end
272
-
273
- # here "front" and "back" push the rect into and out of the window.
274
- # 1.0 means your x and y units are pixels on the surface.
275
- # greater than that brings the box closer. less pushes it back. 0.0 => infinity.
276
- # the front will be filled but the rest is wireframe only.
277
- def self.draw_opp_box left, right, top, bottom, front, back, occlude = true
278
- near_left, near_right, near_top, near_bottom = project(left, right, top, bottom, front)
279
- far_left, far_right, far_top, far_bottom = project(left, right, top, bottom, back)
280
-
281
- # determine which sides of the box are visible
282
- if occlude
283
- draw_left = @center_x < near_left
284
- draw_right = near_right < @center_x
285
- draw_top = @center_y < near_top
286
- draw_bottom = near_bottom < @center_y
287
- else
288
- draw_left, draw_right, draw_top, draw_bottom = [true] * 4
289
- end
290
-
291
- # draw lines for the back edges
292
- $app.line far_left, far_top, far_right, far_top if draw_top
293
- $app.line far_left, far_bottom, far_right, far_bottom if draw_bottom
294
- $app.line far_left, far_top, far_left, far_bottom if draw_left
295
- $app.line far_right, far_top, far_right, far_bottom if draw_right
296
-
297
- # draw lines to connect the front and back
298
- $app.line near_left, near_top, far_left, far_top if draw_left or draw_top
299
- $app.line near_right, near_top, far_right, far_top if draw_right or draw_top
300
- $app.line near_left, near_bottom, far_left, far_bottom if draw_left or draw_bottom
301
- $app.line near_right, near_bottom, far_right, far_bottom if draw_right or draw_bottom
302
-
303
- # draw the front, filled
304
- $app.rect near_left, near_top, near_right - near_left, near_bottom - near_top
305
- end
306
-
307
- def self.draw_opp_rect left, right, top, bottom, depth, angle, with_x = false
308
- pl, pr, pt, pb = project(left, right, top, bottom, depth)
309
- cos = Math.cos(angle)
310
- sin = Math.sin(angle)
311
- cx, cy = (pr + pl) / 2.0, (pb + pt) / 2.0
312
- points = [[pl, pt], [pr, pt], [pr, pb], [pl, pb]].collect do |x, y|
313
- [cx + (x - cx) * cos - (y - cy) * sin,
314
- cy + (x - cx) * sin + (y - cy) * cos]
315
- end
316
-
317
- $app.line *(points[0] + points[1])
318
- $app.line *(points[1] + points[2])
319
- $app.line *(points[2] + points[3])
320
- $app.line *(points[3] + points[0])
321
- end
322
-
323
- def self.draw_opp_oval left, right, top, bottom, depth
324
- pl, pr, pt, pb = project(left, right, top, bottom, depth)
325
- $app.oval(pl, pt, pr - pl, pb - pt)
326
- end
327
-
328
- def self.draw_opp_plane x1, y1, x2, y2, front, back, stroke_color
329
- near_x1, near_x2, near_y1, near_y2 = project(x1, x2, y1, y2, front)
330
- far_x1, far_x2, far_y1, far_y2 = project(x1, x2, y1, y2, back)
331
-
332
- $app.stroke stroke_color
333
-
334
- $app.line far_x1, far_y1, far_x2, far_y2
335
- $app.line far_x1, far_y1, near_x1, near_y1
336
- $app.line far_x2, far_y2, near_x2, near_y2
337
- $app.line near_x1, near_y1, near_x2, near_y2
338
- end
197
+ def self.new_game
198
+ @offset_x, @offset_y = 0, 0
199
+ @buildings = [
200
+ [-1000, -750, -750, -250],
201
+ [-500, 250, -750, -250],
202
+ [500, 1000, -750, -500],
203
+ [750, 1250, -250, 0],
204
+ [750, 1250, 250, 750],
205
+ [250, 500, 0, 750],
206
+ [-250, 0, 0, 500],
207
+ [-500, 0, 750, 1000],
208
+ [-1000, -500, 0, 500],
209
+ [400, 600, -350, -150]
210
+ ].collect { |p| Building.new *p }
211
+ @shells = []
212
+ @boundary = [-1250, 1500, -1250, 1250]
213
+ @tank = Tank.new
214
+ @center_x, @center_y = $app.width / 2, $app.height / 2
215
+ end
216
+
217
+ def self.tank
218
+ @tank
219
+ end
220
+
221
+ def self.read_input
222
+ @input = $app.mouse
223
+ end
224
+
225
+ def self.update_scene
226
+ button, x, y = @input
227
+ x += @offset_x - @center_x
228
+ y += @offset_y - @center_y
229
+
230
+ @tank.update(button, x, y) if !@tank.dead?
231
+ @buildings.each do |b|
232
+ @tank.collide_and_stop if b.intersects? @tank
233
+ end
234
+
235
+ @shells.each { |s| s.update }
236
+ @buildings.each do |b|
237
+ @shells.reject! do |s|
238
+ b.contains?(s.x, s.y)
239
+ end
240
+ end
241
+ #collide shells with tanks -- don't need this until there are enemy tanks
242
+ #@shells.reject! do |s|
243
+ # @tank.contains?(s.x, s.y)
244
+ #end
245
+
246
+ $app.clear do
247
+ @offset_x += $camera_tightness * (@tank.x - @offset_x)
248
+ @offset_y += $camera_tightness * (@tank.y - @offset_y)
249
+
250
+ $app.background $app.black
251
+ @center_x, @center_y = $app.width / 2, $app.height / 2
252
+
253
+ $app.stroke $app.red(0.9)
254
+ $app.nofill
255
+ draw_opp_box *(@boundary + [1.1, 1.0, false])
256
+
257
+ @tank.draw
258
+ @shells.each { |s| s.draw }
259
+ @buildings.each { |b| b.draw }
260
+ end
261
+ end
262
+
263
+ def self.add_shell shell
264
+ @shells << shell
265
+ @shells.shift if @shells.size > 10
266
+ end
267
+
268
+ def self.project left, right, top, bottom, depth
269
+ [left, right].collect { |x| @center_x + depth * (x - @offset_x) } +
270
+ [top, bottom].collect { |y| @center_y + depth * (y - @offset_y) }
271
+ end
272
+
273
+ # here "front" and "back" push the rect into and out of the window.
274
+ # 1.0 means your x and y units are pixels on the surface.
275
+ # greater than that brings the box closer. less pushes it back. 0.0 => infinity.
276
+ # the front will be filled but the rest is wireframe only.
277
+ def self.draw_opp_box left, right, top, bottom, front, back, occlude = true
278
+ near_left, near_right, near_top, near_bottom = project(left, right, top, bottom, front)
279
+ far_left, far_right, far_top, far_bottom = project(left, right, top, bottom, back)
280
+
281
+ # determine which sides of the box are visible
282
+ if occlude
283
+ draw_left = @center_x < near_left
284
+ draw_right = near_right < @center_x
285
+ draw_top = @center_y < near_top
286
+ draw_bottom = near_bottom < @center_y
287
+ else
288
+ draw_left, draw_right, draw_top, draw_bottom = [true] * 4
289
+ end
290
+
291
+ # draw lines for the back edges
292
+ $app.line far_left, far_top, far_right, far_top if draw_top
293
+ $app.line far_left, far_bottom, far_right, far_bottom if draw_bottom
294
+ $app.line far_left, far_top, far_left, far_bottom if draw_left
295
+ $app.line far_right, far_top, far_right, far_bottom if draw_right
296
+
297
+ # draw lines to connect the front and back
298
+ $app.line near_left, near_top, far_left, far_top if draw_left or draw_top
299
+ $app.line near_right, near_top, far_right, far_top if draw_right or draw_top
300
+ $app.line near_left, near_bottom, far_left, far_bottom if draw_left or draw_bottom
301
+ $app.line near_right, near_bottom, far_right, far_bottom if draw_right or draw_bottom
302
+
303
+ # draw the front, filled
304
+ $app.rect near_left, near_top, near_right - near_left, near_bottom - near_top
305
+ end
306
+
307
+ def self.draw_opp_rect left, right, top, bottom, depth, angle, with_x = false
308
+ pl, pr, pt, pb = project(left, right, top, bottom, depth)
309
+ cos = Math.cos(angle)
310
+ sin = Math.sin(angle)
311
+ cx, cy = (pr + pl) / 2.0, (pb + pt) / 2.0
312
+ points = [[pl, pt], [pr, pt], [pr, pb], [pl, pb]].collect do |x, y|
313
+ [cx + (x - cx) * cos - (y - cy) * sin,
314
+ cy + (x - cx) * sin + (y - cy) * cos]
315
+ end
316
+
317
+ $app.line *(points[0] + points[1])
318
+ $app.line *(points[1] + points[2])
319
+ $app.line *(points[2] + points[3])
320
+ $app.line *(points[3] + points[0])
321
+ end
322
+
323
+ def self.draw_opp_oval left, right, top, bottom, depth
324
+ pl, pr, pt, pb = project(left, right, top, bottom, depth)
325
+ $app.oval(pl, pt, pr - pl, pb - pt)
326
+ end
327
+
328
+ def self.draw_opp_plane x1, y1, x2, y2, front, back, stroke_color
329
+ near_x1, near_x2, near_y1, near_y2 = project(x1, x2, y1, y2, front)
330
+ far_x1, far_x2, far_y1, far_y2 = project(x1, x2, y1, y2, back)
331
+
332
+ $app.stroke stroke_color
333
+
334
+ $app.line far_x1, far_y1, far_x2, far_y2
335
+ $app.line far_x1, far_y1, near_x1, near_y1
336
+ $app.line far_x2, far_y2, near_x2, near_y2
337
+ $app.line near_x1, near_y1, near_x2, near_y2
338
+ end
339
339
  end
340
340
 
341
- Shoes.app :width => $width, :height => $height do
342
- $app = self
343
-
344
- Opp.new_game
345
- @playing = true
346
-
347
- keypress do |key|
348
- if @playing
349
- if key == "1" or key == "z"
350
- Opp.tank.set_destination
351
- elsif key == "2" or key == "x" or key == " "
352
- Opp.tank.fire
353
- end
354
- else
355
- if key == "n"
356
- Opp.new_game
357
- @playing = true
358
- end
359
- end
360
- end
361
-
362
- click do |button, x, y|
363
- if @playing
364
- if button == 1
365
- Opp.tank.set_destination
366
- else
367
- Opp.tank.fire
368
- end
369
- end
370
- end
371
-
372
- game_over_count = -1
373
- animate(60) do
374
- Opp.read_input if @playing
375
- Opp.update_scene
376
-
377
- @playing = false if Opp.tank.dead?
378
- if !@playing
379
- stack do
380
- banner "Game Over", :stroke => white, :margin => 10
381
- caption "learn to drive!", :stroke => white, :margin => 20
382
- end
383
- end
384
- end
341
+ Shoes.app width: $width, height: $height do
342
+ $app = self
343
+
344
+ Opp.new_game
345
+ @playing = true
346
+
347
+ keypress do |key|
348
+ if @playing
349
+ if key == "1" or key == "z"
350
+ Opp.tank.set_destination
351
+ elsif key == "2" or key == "x" or key == " "
352
+ Opp.tank.fire
353
+ end
354
+ else
355
+ if key == "n"
356
+ Opp.new_game
357
+ @playing = true
358
+ end
359
+ end
360
+ end
361
+
362
+ click do |button, x, y|
363
+ if @playing
364
+ if button == 1
365
+ Opp.tank.set_destination
366
+ else
367
+ Opp.tank.fire
368
+ end
369
+ end
370
+ end
371
+
372
+ game_over_count = -1
373
+ animate(60) do
374
+ Opp.read_input if @playing
375
+ Opp.update_scene
376
+
377
+ @playing = false if Opp.tank.dead?
378
+ if !@playing
379
+ stack do
380
+ banner "Game Over", stroke: white, margin: 10
381
+ caption "learn to drive!", stroke: white, margin: 20
382
+ end
383
+ end
384
+ end
385
385
  end